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If I had to make a decision, I would say items and animations cut right to the bone, and then followed by classes with increasingly distinctive skill trees, and a modest emphasis on balance. Eastern weapons with very specific properties unique to its type would help give more colour to the variation offered by vanilla items.
Oh and spells / tomes / pets with that eastern flavour? That's really a great dash of spice there. =)
I'm very impressed with the dedication and attention to detail.
The Ninja class is truly well expressed and translated into its separate skill trees.
However, I must question the OP? nature of the Ronin's charge-bar-ability (Damage Reduction and Dodge chance, nice. A fun survival mechanic that can make low-life situations even more of a rush. But, fully heal and practically double max hp? Not sure what's the need for all that :O)
It may also be mentioned that the crit and dodge focus among certain melee classes could be mixed up a bit.
As for new classes, there's still some concepts out there to play with.
A summoner type in particular could be a Youkai-Tsukai (Demon Tamer), perhaps focused on using fewer companions and buffing them/or weakening opponents with Charms (i.e. Spells powered by calligraphy). They may just as well have partial demonic transformation themselves.
Or cursing their weapons, so to speak.
A quick question before I get to my suggestions. Is the Monster Hunter class inspired by Capcom's Monster Hunter series? Just wondering. The description for it is a bit odd, and I have no idea what that acronym is supposed to be. I noticed a typo in the description as well, though I forget which word it was.
Okay, so a few suggestions. One of the main things I noticed was the various gear (dropped and sold) often have the names of the classes they belong to in the item name itself. However, all classes can equip whatever they want. As a result, all of your classes seem to end up looking the same. A ninja's mask for example is quickly replaced with a rice hat.
It's a really minor thing, and it's mostly my OCD that it bothers, but how about making each item exclusively required by their respective class? That way you could force the proper "look" of each one. I would LOVE to see a lot more class-specific armor models so that they don't all end up looking like clones of Raiden from Mortal Kombat. lol
Another suggestion. I've been playing with this mod while listening to sound tracks from games like Jade Empire, and random kung fu movies - which gave me an idea. How about custom eastern-themed audio tracks? If you don't know of any musicians, there's a lot out there that's available as public domain.
Pet idea: Stereotypical little guy running around while pulling a wooden cart behind him. Said person would be wearing an equally stereotypical rice hat. Audio files could include random kung fu noises. lol ("Hiyah", Liu Kang screams and whatnot.)
"Perfection Quests": A separate quest chain for each act. Every hub town would have an npc with its own quest line. A series of quests would maybe award the player with either a custom legendary item...or better yet - a class-specific skill that they otherwise wouldn't be able to train themselves. (This would be more in line with the idea of classes like the Grand Master, for example, who travels the globe seeking to perfect his kung fu.) Players could pick their skill reward the same way they would pick an item. In this case, because of the way Torchlight is coded, the easiest way to do this would be to make the skill in the form of a spell scroll. Different spell scrolls (or rather "martial art scrolls") would be restricted to specific classes. The quest reward would allow you to choose which scroll for which class you want.
Anyway, that's my two cents.
Even better, I'd love to see something like a Tea Ceremony kimono (maybe a unique, or even a set of items) that has very low stats (not intended as combat armor), but provide modifiers to the teas if you wear it while drinking them. For example, maybe wearing the kimono could double the duration of any teas you drink.
One more suggestion I didn't have time to mention earlier. I love the "stance" system that GM's have. It's genius. It has a slight limitation that bugs me however. Basically, you can only toggle between two stances at any given time on the fly, since you can only have two sets of weapons to toggle between with the weapon toggle button.
How about this: DO AWAY with stance-specific weapons. Let the GM use anything they want. Have weapons not affect the stance at all. INSTEAD....create a skill that toggles between each stance. Level one unlocks floating stance. Level two unlocks hidden stance. etc. With each click of the mouse, the GM cycles between each stance that the skill has unlocked.
Or, if cycling is a problem, create a skill for each individual stance. Then the player can simply hotbar whatever stance they want to use on the fly.
Right now, I'm using the weapon set toggle key to use hidden stance as a sort of "sprint button" like in the Diablo days. (Since that stance gets a run speed bonus.)